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I'm writing a rendering engine in OpenGL.

I Want to do order independent transparency.

I had heard somewhere that some GPUs have support for actually sorting the fragments of all the objects in the scene based on depth and then drawing them.

I then realized that this feature is likely very important to many people.

Does OpenGL have a built-in fragment sorting algorithm, or access to this hardware?

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  • \$\begingroup\$ To my knowledge, the only hardware which had built-in automatic support for order-independent transparency was the GPU of the Sega Dreamcast. \$\endgroup\$ Commented Jan 21, 2018 at 3:45
  • \$\begingroup\$ My understanding is that algorithms like this are implemented with more generic hardware features like unordered access views / image load/store, rather than a dedicated hardware pipe just for order independent blending. \$\endgroup\$ Commented Jan 21, 2018 at 14:29

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